|crowdrummer||Date: Friday, 19-Dec-2014, 8:39 PM | Message # 1|
|Today we have a big ol’ chunk of an update for you guys! |
I am happy to finally get aligned with both Final Stand and our second branch that the artists have been working on for a while now.
What this means is that bugs currently fixed in the retail game will now also be fixed on the CTE, and a big pass on collision/bullet collision and art consistency that we’ve been working on can get tested finally!
IT’S THE HOLIDAYS!
We haven’t forgotten about one of the bigger holiday season of the year – and there are a few gifts to find and unwrap in today’s update that will hopefully last you for a while!
To re-iterate for any new readers, a Prototype on the CTE means we think we have a possible solution in need of lots of testing and several updates/iteration before it could even be considered to be released.
Note: Anything we prototype risk getting cut & never released!
For instance – we might decide it’s not fitting for Battlefield, it’s too hard to understand, or plainly not worth it.
Prototype 3: Casual Competitive Matchmaking, Prototype 5: Skill-based Team Balancing
No changes in this release for these prototypes
Prototype 2: “Headglitch” fix
GOAL: Make the issue of headglitching go away without confusing the player as to why his bullets doesn’t shoot over certain objects in first person
THIS RELEASE: With this release we have the ultimate solution for headglitching! Promise! *crosses fingers*
Prototype 4: Core Air Gameplay
GOAL: Increase skill depth to all flying mechanics while still maintaining an approachable flight model for all air vehicles. Includes re-tuning air and anti air weapons to accommodate the new flying mechanics, and also more clearly define roles of different aircraft types.
THIS RELEASE: Continuing work on air gameplay – Lots of damage multiplier adjustments, tv-missile (and other) damage is now at its correct first pass value.
Jet cannons now have similar DPS vs other jets with 20mm being anti-heli high velocity, 25mm anti infantry and 30mm anti vehicle(unarmored) low velocity. I’ve also touched the Railgun and SRAW in an attempt to make them less frustrating for pilots.
MAA tweaks will be coming soon!
Some weapons that got new multipliers or damage changes won’t damage certain destructible assets in the world.
In todays update:
Manual SRAW turning reduced
Manual SRAW range reduced
SRAW inner blast radius increased
SRAW blast damage reduced
Laser Designated SRAW damage reduced
Jet launchers to 1/1 with shorter reload instead of 2/0
StealthJets have slight reduction in nose up\down speed
StealthJet Belt Feeder now functions on all cannon types (This will be fixed on other vehicles soon)
Jet and chopper cannons now inherit speed which should fix the predictive sight being inaccurate
Lots of changes to multipliers, jets now have separate multipliers for 20,25,30, GAU to allow for more fine tuning
HeliTOW resupply increased to 16s
JDAM given more gravity and higher top speed (it hits faster)
Reduced acceptance angle on smart rockets by .5
No vehicle collision time removed from TV missile
Sadly, we messed up a little here – bear with us, these were the proposed changes, (nerfs & buffs), but only the buff made it into this build. Still wanted you guys to know the nerfs ARE coming here..
Railgun ammo increased
Railgun impulse reduced
Railgun damage reduced
Railgun blast radius decreased
OTHER PATCH CHANGES
This release has a bunch of updates:
Squad Obliteration (FKA Obliteration Competitive)
Added timestamp data to spectator mode in Tabletop view
Removed points for picking up bomb as you can drop itDawnbreaker: disabled awning ramps
Solider Optics reticule improvements
Added Soldier optic preview when tweaking colors
Tweaked the color creation to closer match real world usage.
Red Dot textures are now higher quality (same assets, gen4/PC)
Fix for not dropping a battlepickup when in range of a vehicle or other interaction
Fixed an issue where textures would flicker when streamed in on Xbox One
Hainan Resort: Bullet collision mega-update. Hotel now has proper bullet collision.
Hangar 21: Reduced volume of ambient big world haunting distant owl. faded in/out of asset a bit more smoothly, Fixed two broken sound areas (stairs inside gas tank room, trench near the satellite)
Fixed CS5 reload audio by matching the sync properly
Fixed UTS 15 (UTAS) shotgun reload looping issue, and Dao-12 dito
Fixed issue where 3P shotgun reload sounds was inaudible
Paracel Storm: Improved collision on trailer object
Hammerhead: Improved destruction collision on Gen4 for warehouse building
Sunken Dragon: Improved collision on restaurant floor near center hole
Lumphini Garden: Optimized collision for pipestack object, removed one instance that caused players to get stuck to a wall, improved mud decal art
Propaganda: Fixed corner building glass collision
Fixed an audio issue where sound could get “deadlocked” when firing primary weapons at the same time as an audio update took place
Improved timings for READY HUD icon for heatseekers
Lost Island: Fixed glitch where the cave had no collision in the ceiling (no more little bird camping in there),
Fixed a crash related to Squad Join
Fixed an issue in Friend join that sometimes would not work if the user previously had played SP
Fixed an issue with endless black loading screens
Final Stand fixes now on the CTE as well (in sync with retail):
Updated ESN dogtags to show new name UPRISE
Fixed right line of Scout helicopter HUD being too short
Tweaked ranges on vehicle IRNV/FLIR Effects
Lancang Dam: Addressed collision for consolate office building near stairwell
Dawnbreaker: Fixed issue where players were unable to deploy Radio beacon, MAV and similar gadgets on the boardwalk located north from the water and south from objective C, Fixed collision for bridge (http://i.imgur.com/Ojnyzct.png)
Siege of Shanghai: Fixed issue where players were unable to throw grenades/use UCAV on the roof
Operation Locker: Fixed collision issue with the arching wall
Fixed a bug with Parachute Camo not being selectable
Hainan Resort: Improved collision of hotel post destruction
Fixed collision on Terrace objects (http://tinypic.com/view.php?pic=n1319w&s=8#.VBeGCPl_t8E)
Fixed collision on truck object (http://tinypic.com/view.php?pic=5bya38&s=8#.VBeGEvl_t8E)
Sunken Dragon: Fixed several collision issues with the Sunken Dragon Restaurant and buildings
Propaganda: Improved collision for destructible flagstatue, and removed red particla
Rogue Transmission: Fixed collision for railing, construction building and made poles desrtuctible when tanks run over them
Operation Metro: Fix for the C4 kills through floor kills near B, added destruction to entrance glass doors
Fix for tracers showing post hit
Adding faction support for Parachute Camo
Fixed a crash bug related to occlusion system
Pearl Market: Fixed issue with a hole in the world near CN base, Fixed collision issue below flag E hindering the player to jump over the scaffold
Zavod 311: Fixed bullet collision on top of roof, floating c4 on servicelamp, fixed bad grenade collision, Fixed a collision issue on the radio tower, fixed floating tower issue, improved collision to pipeline object and trains
Corrected the estonian flag dog tag
Lumphini Garden: Fixed collision for large sign bridging buildings, green tint on station building, Refined post levolution collision, Fixed issue with c4 on glass, Fixed road splines to line up better with terrain, Improved collision on destroyed railtrack pieces
Camo on soldier now persist correctly between rounds
Fix for a sound issue where one layer would continously loop
Fix for an issue where TV missiles spawned two instances sometimes
We are in the process of looking for alternate third party solutions to the CTE forums that better suits the onslaught of feedback and bug reports we are getting. In the meanwhile we have as you can see cleaned up the forums significantly – and we will continue to improve here until we can swap them out.
To report a bug, open the forums and pick the proper forum and report within.
If you have feedback on a prototype, open the prototype forum and post inside, and if you got general feedback not related to a specific prototype – report it in the general thread.
Open the Forums (bugs)
Open Prototype Forum (for prototype feedback)
Open General Feedback Thread (general feedback)
Open Community Testing Efforts (community driven testing efforts)
The first year of Battlefield 4 and CTE has been quite a ride – and I think we are better off for it: We are working ever closer with you – the community, in a ever more agile way while shaping and changing the way we build and maintain our games.
The whole team wants to thank you all for being so awesome and supportive throughout this year – Thank you for being the best community a dev team could wish for!
As you might have guessed this is the last update before the end of the year and the holiday season on the CTE – but we will be back in force in January!
See you all in 2015 – Happy holidays and a Happy New Year from the CTE team!